Dawn/src/vn/vncharacter.c

160 lines
4.7 KiB
C

/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "vncharacter.h"
void vnCharacterInit(
vncharacter_t *character, texture_t *texture,
int32_t baseWidth, int32_t baseHeight,
int32_t faceX, int32_t faceY,
int32_t faceWidth, int32_t faceHeight
) {
character->x = 0;
character->y = 0;
character->z = 0;
character->yaw = 0;
character->pitch = 0;
character->roll = 0;
character->scaleX = 1;
character->scaleY = 1;
character->texture = texture;
character->talking = false;
character->blinkStart = 0;
character->baseWidth = baseWidth;
character->baseHeight = baseHeight;
character->faceX = faceX;
character->faceY = faceY;
character->faceWidth = faceWidth;
character->faceHeight = faceHeight;
character->emotion = VN_CHARACTER_EMOTION_HAPPY;
// Init the primitive.
primitiveInit(&character->primitive,
QUAD_VERTICE_COUNT * VN_CHARACTER_QUAD_COUNT,
QUAD_INDICE_COUNT * VN_CHARACTER_QUAD_COUNT
);
// Buffer the base quad, this never changes (currently)
_vnCharacterBuffer(character, 0, 0, baseWidth, baseHeight, 0, 0, 0);
_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_EYEBROWS);
_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_EYES);
_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_MOUTH);
}
void _vnCharacterBuffer(vncharacter_t *character,
int32_t x, int32_t y, int32_t width, int32_t height, int32_t tx, int32_t ty,
int32_t i
) {
// Calc size for each pixel.
float ps = 1.0f / (float)character->baseHeight;// Prefer Height
float tpx = 1.0f / (float)character->texture->width;
float tpy = 1.0f / (float)character->texture->height;
// Center inside the character
x -= (float)character->baseWidth / 2;
y += (float)character->baseHeight / 2;
quadBuffer(&character->primitive, 0.001f * (float)i,
(float)x * ps, 1 - (float)y * ps,
(float)tx * tpx, (float)ty * tpy,
(float)(x + width) * ps, 1 - (float)(y + height) * ps,
(float)(tx + width) * tpx, (float)(ty + height) * tpy,
i * QUAD_VERTICE_COUNT, i * QUAD_INDICE_COUNT
);
}
void _vnCharacterFaceBuffer(vncharacter_t *character,
int32_t col, int32_t i
) {
_vnCharacterBuffer(character,
character->faceX, character->faceY,
character->faceWidth, character->faceHeight,
character->baseWidth + (character->faceWidth * col),
character->faceHeight * (i -1),
i
);
}
void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
uint8_t eyes, mouth, eyebrows;
float t;
// Setup frames based on the emotion.
mouth = character->emotion % 0x04;
eyes = (character->emotion/0x04) % 0x04;
eyebrows = ((character->emotion/0x04)/0x04) % 0x05;
_vnCharacterFaceBuffer(character, eyebrows, VN_CHARACTER_QUAD_EYEBROWS);
_vnCharacterFaceBuffer(character, eyes, VN_CHARACTER_QUAD_EYES);
mouth *= VN_CHARACTER_TALKING_FRAME_COUNT;
if(character->talking) {
t = animForwardAndBackwardScaled(mathModFloat(
engine->time.current * animTimeScaleFromFrameTime(3, 0.2f), 1.0f
));
mouth += (uint8_t)(t * VN_CHARACTER_TALKING_FRAME_COUNT);
}
_vnCharacterFaceBuffer(character, mouth, VN_CHARACTER_QUAD_MOUTH);
// float n;
// // Update the blinking frames
// n = (engine->time.current - character->blinkStart) * 3.0f;
// if(n > 1.0f) {
// character->blinkStart = engine->time.current + randFloatRange(
// 1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
// );
// } else if(n > 0) {
// n = easeInQuad(easeTimeToForwardAndBackward(n) * 4);
// _vnCharacterFaceBuffer(character,
// (int32_t)n, 1, VN_CHARACTER_QUAD_EYES
// );
// }
// if(character->talking) {
// n = easeTimeToForwardAndBackward(
// mathModFloat(engine->time.current * 1.6, 1)
// ) * 6.0f;
// _vnCharacterFaceBuffer(character,
// (int32_t)n, 2, VN_CHARACTER_QUAD_MOUTH
// );
// } else {
// _vnCharacterFaceBuffer(character,
// 0, 2, VN_CHARACTER_QUAD_MOUTH
// );
// }
// Update the scale frames for breathing / talk breathing
float speed, amount;
speed = 0.2f;
amount = 90.0f;
t = animForwardAndBackwardScaled(
mathModFloat(engine->time.current, 1 / speed) * speed
);
t = easeInOutQuad(t) / amount - (1/(amount*2));
character->scaleX = 1 + t;
character->scaleY = 1 - t;
}
void vnCharacterRender(vncharacter_t *character, shader_t *shader) {
shaderUsePositionAndScale(shader,
character->x, character->y, character->z,
character->pitch, character->yaw, character->roll,
character->scaleX, character->scaleY, 1
);
shaderUseTexture(shader, character->texture);
primitiveDraw(&character->primitive, 0, -1);
}
void vnCharacterDispose(vncharacter_t *character) {
primitiveDispose(&character->primitive);
}